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C# BitReader.ReadUInt32方法代码示例

本文整理汇总了C#中BitReader.ReadUInt32方法的典型用法代码示例。如果您正苦于以下问题:C# BitReader.ReadUInt32方法的具体用法?C# BitReader.ReadUInt32怎么用?C# BitReader.ReadUInt32使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BitReader的用法示例。


在下文中一共展示了BitReader.ReadUInt32方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Deserialize

        public static TeamPaint Deserialize(BitReader br)
        {
            var tp = new TeamPaint();

            tp.TeamNumber = br.ReadByte();
            tp.TeamColorId = br.ReadByte();
            tp.CustomColorId = br.ReadByte();
            tp.TeamFinishId = br.ReadUInt32();
            tp.CustomFinishId = br.ReadUInt32();

            return tp;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:12,代码来源:TeamPaint.cs

示例2: Deserialize

        public static PrivateMatchSettings Deserialize(BitReader br)
        {
            var pms = new PrivateMatchSettings();
            pms.Mutators = br.ReadString().Split(',').ToList();
            pms.Unknown1 = br.ReadUInt32(); // GameNameId? Possibly referencing a string by id
            pms.Unknown2 = br.ReadUInt32(); // Max players?
            pms.GameName = br.ReadString();
            pms.Password = br.ReadString();
            pms.Unknown3 = br.ReadBit(); // Public?

            return pms;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:12,代码来源:PrivateMatchSettings.cs

示例3: Deserialize

        public static ReplicatedDemolish Deserialize(BitReader br)
        {
            var rd = new ReplicatedDemolish();

            rd.Unknown1 = br.ReadBit();
            rd.AttackerActorId = br.ReadUInt32();
            rd.Unknown2 = br.ReadBit();
            rd.VictimActorId = br.ReadUInt32();
            rd.AttackerVelocity = Vector3D.Deserialize(br);
            rd.VictimVelocity = Vector3D.Deserialize(br);

            return rd;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:13,代码来源:ReplicatedDemolish.cs

示例4: Deserialize

 public static ActiveActor Deserialize(BitReader br)
 {
     var aa = new ActiveActor();
     aa.Active = br.ReadBit();
     aa.ActorId = br.ReadUInt32();
     return aa;
 }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:7,代码来源:ActiveActor.cs

示例5: Deserialize

 public static ClientLoadoutOnlineThing Deserialize(BitReader br)
 {
     var clot = new ClientLoadoutOnlineThing(); // ha, "clot"
     clot.Unknown1 = br.ReadUInt32();
     clot.Unknown2 = br.ReadUInt32Max(MAX_UNKNOWN2);
     return clot;
 }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:7,代码来源:ClientLoadoutOnlineThing.cs

示例6: Deserialize

        public static ClientLoadout Deserialize(BitReader br)
        {
            var cl = new ClientLoadout();

            cl.Version = br.ReadByte();
            cl.BodyProductId = br.ReadUInt32();
            cl.SkinProductId = br.ReadUInt32();
            cl.WheelProductId = br.ReadUInt32();
            cl.BoostProductId = br.ReadUInt32();
            cl.AntennaProductId = br.ReadUInt32();
            cl.HatProductId = br.ReadUInt32();
            cl.Unknown2 = br.ReadUInt32();

            if (cl.Version > 10 )
            {
                cl.Unknown3 = br.ReadUInt32();
            }

            return cl;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:20,代码来源:ClientLoadout.cs

示例7: DoDeserializeFromByteArray

        /// <summary>
        /// This method is used to deserialize the StreamObjectHeaderEnd16bit basic object from the specified byte array and start index.
        /// </summary>
        /// <param name="byteArray">Specify the byte array.</param>
        /// <param name="startIndex">Specify the start index from the byte array.</param>
        /// <returns>Return the length in byte of the StreamObjectHeaderEnd16bit basic object.</returns>
        protected override int DoDeserializeFromByteArray(byte[] byteArray, int startIndex)
        {
            using (BitReader reader = new BitReader(byteArray, startIndex))
            {
                int headerType = reader.ReadInt32(2);

                if (headerType != 0x3)
                {
                    throw new InvalidOperationException(string.Format("Failed to get the StreamObjectHeaderEnd16bit header type value, expect value {0}, but actual value is {1}", 0x3, headerType));
                }

                uint typeValue = reader.ReadUInt32(14);
                if (!Enum.IsDefined(typeof(StreamObjectTypeHeaderEnd), (int)typeValue))
                {
                    throw new InvalidOperationException(string.Format("Failed to get the StreamObjectHeaderEnd16bit type value, the value {0} is not defined", typeValue));
                }

                this.Type = (StreamObjectTypeHeaderEnd)typeValue;
                return 2;
            }
        }
开发者ID:OfficeDev,项目名称:Interop-TestSuites,代码行数:27,代码来源:StreamObjectHeader.cs

示例8: DoDeserializeFromByteArray

        /// <summary>
        /// This method is used to deserialize the ExGuid basic object from the specified byte array and start index.
        /// </summary>
        /// <param name="byteArray">Specify the byte array.</param>
        /// <param name="startIndex">Specify the start index from the byte array.</param>
        /// <returns>Return the length in byte of the ExGuid basic object.</returns>
        protected override int DoDeserializeFromByteArray(byte[] byteArray, int startIndex)
        {
            using (BitReader bitReader = new BitReader(byteArray, startIndex))
            {
                int numberOfContinousZeroBit = 0;
                while (numberOfContinousZeroBit < 8 && bitReader.MoveNext())
                {
                    if (bitReader.Current == false)
                    {
                        numberOfContinousZeroBit++;
                    }
                    else
                    {
                        break;
                    }
                }

                switch (numberOfContinousZeroBit)
                {
                    case 2:
                        this.Value = bitReader.ReadUInt32(5);
                        this.GUID = bitReader.ReadGuid();
                        this.Type = ExtendedGUID5BitUintType;
                        return 17;

                    case 5:
                        this.Value = bitReader.ReadUInt32(10);
                        this.GUID = bitReader.ReadGuid();
                        this.Type = ExtendedGUID10BitUintType;
                        return 18;

                    case 6:
                        this.Value = bitReader.ReadUInt32(17);
                        this.GUID = bitReader.ReadGuid();
                        this.Type = ExtendedGUID17BitUintType;
                        return 19;

                    case 7:
                        this.Value = bitReader.ReadUInt32(32);
                        this.GUID = bitReader.ReadGuid();
                        this.Type = ExtendedGUID32BitUintType;
                        return 21;

                    case 8:
                        this.GUID = Guid.Empty;
                        this.Type = ExtendedGUIDNullType;
                        return 1;

                    default:
                        throw new InvalidOperationException("Failed to parse the ExGuid, the type value is unexpected");
                }
            }
        }
开发者ID:ClareMSYanGit,项目名称:Interop-TestSuites,代码行数:59,代码来源:ExGuid.cs

示例9: GetCompressedSize

 /// <summary>
 /// This method is used to get the compressed size value from the data file signature.
 /// </summary>
 /// <param name="dataFileSignature">Specify the signature of the zip file content.</param>
 /// <returns>Return the compressed size value.</returns>
 private ulong GetCompressedSize(byte[] dataFileSignature)
 {
     using (BitReader reader = new BitReader(dataFileSignature, 0))
     {
         reader.ReadUInt32(32);
         return reader.ReadUInt64(64);
     }
 }
开发者ID:OfficeDev,项目名称:Interop-TestSuites,代码行数:13,代码来源:ZipFilesChunking.cs

示例10: UpdateItemStats

 // Methods
 public UpdateItemStats(byte[] data)
     : base(data)
 {
     this.stats = new List<StatBase>();
     this.unknown61b = -1;
     this.unknown78b = -1;
     BitReader reader = new BitReader(data, 1);
     this.unknown8b = reader.ReadInt32(10);
     this.uid = reader.ReadUInt32();
     while (reader.ReadBoolean(1))
     {
         BaseStat stat = BaseStat.Get(reader.ReadInt32(9));
         this.unknown60b = reader.ReadInt32(1);
         if (stat.Type == StatType.ChargedSkill)
         {
             this.unknown61b = reader.ReadInt32(1);
             int charges = reader.ReadInt32(8);
             int maxCharges = reader.ReadInt32(8);
             this.unknown78b = reader.ReadInt32(1);
             int level = reader.ReadInt32(6);
             int skill = reader.ReadInt32(10);
             this.stats.Add(new ChargedSkillStat(stat, level, skill, charges, maxCharges));
         }
         else
         {
             if (stat.Signed)
             {
                 this.stats.Add(new SignedStat(stat, reader.ReadInt32(stat.SendBits)));
                 continue;
             }
             this.stats.Add(new UnsignedStat(stat, reader.ReadUInt32(stat.SendBits)));
         }
     }
     this.offset = reader.Position;
     this.unknownEnd = reader.ReadByteArray();
 }
开发者ID:killerbonzai,项目名称:BlueVex2,代码行数:37,代码来源:GameServerPackets.cs

示例11: ReadStat

        private static StatBase ReadStat(BitReader br)
        {
            int index = br.ReadInt32(9);
            if (index == 0x1ff)
            {
                return null;
            }
            BaseStat stat = BaseStat.Get(index);
            if (stat.SaveParamBits == -1)
            {
                if (stat.OpBase == StatType.Level)
                {
                    return new PerLevelStat(stat, br.ReadInt32(stat.SaveBits));
                }
                switch (stat.Type)
                {
                    case StatType.MaxDamagePercent:
                    case StatType.MinDamagePercent:
                        return new DamageRangeStat(stat, br.ReadInt32(stat.SaveBits), br.ReadInt32(stat.SaveBits));

                    case StatType.FireMinDamage:
                    case StatType.LightMinDamage:
                    case StatType.MagicMinDamage:
                        return new DamageRangeStat(stat, br.ReadInt32(stat.SaveBits), br.ReadInt32(BaseStat.Get((int) (stat.Index + 1)).SaveBits));

                    case StatType.FireMaxDamage:
                    case StatType.LightMaxDamage:
                    case StatType.MagicMaxDamage:
                        goto Label_0350;

                    case StatType.ColdMinDamage:
                        return new ColdDamageStat(stat, br.ReadInt32(stat.SaveBits), br.ReadInt32(BaseStat.Get(StatType.ColdMaxDamage).SaveBits), br.ReadInt32(BaseStat.Get(StatType.ColdLength).SaveBits));

                    case StatType.ReplenishDurability:
                    case StatType.ReplenishQuantity:
                        return new ReplenishStat(stat, br.ReadInt32(stat.SaveBits));

                    case StatType.PoisonMinDamage:
                        return new PoisonDamageStat(stat, br.ReadInt32(stat.SaveBits), br.ReadInt32(BaseStat.Get(StatType.PoisonMaxDamage).SaveBits), br.ReadInt32(BaseStat.Get(StatType.PoisonLength).SaveBits));
                }
            }
            else
            {
                switch (stat.Type)
                {
                    case StatType.SingleSkill:
                    case StatType.NonClassSkill:
                        return new SkillBonusStat(stat, br.ReadInt32(stat.SaveParamBits), br.ReadInt32(stat.SaveBits));

                    case StatType.ElementalSkillBonus:
                        return new ElementalSkillsBonusStat(stat, br.ReadInt32(stat.SaveParamBits), br.ReadInt32(stat.SaveBits));

                    case StatType.ClassSkillsBonus:
                        return new ClassSkillsBonusStat(stat, br.ReadInt32(stat.SaveParamBits), br.ReadInt32(stat.SaveBits));

                    case StatType.Aura:
                        return new AuraStat(stat, br.ReadInt32(stat.SaveParamBits), br.ReadInt32(stat.SaveBits));

                    case StatType.Reanimate:
                        return new ReanimateStat(stat, br.ReadUInt32(stat.SaveParamBits), br.ReadUInt32(stat.SaveBits));

                    case StatType.SkillOnAttack:
                    case StatType.SkillOnKill:
                    case StatType.SkillOnDeath:
                    case StatType.SkillOnStriking:
                    case StatType.SkillOnLevelUp:
                    case StatType.SkillOnGetHit:
                        return new SkillOnEventStat(stat, br.ReadInt32(6), br.ReadInt32(10), br.ReadInt32(stat.SaveBits));

                    case StatType.ChargedSkill:
                        return new ChargedSkillStat(stat, br.ReadInt32(6), br.ReadInt32(10), br.ReadInt32(8), br.ReadInt32(8));

                    case StatType.SkillTabBonus:
                        return new SkillTabBonusStat(stat, br.ReadInt32(3), br.ReadInt32(3), br.ReadInt32(10), br.ReadInt32(stat.SaveBits));
                }
                throw new Exception("Invalid stat: " + stat.Index.ToString());
            }
            Label_0350:
            if (stat.Signed)
            {
                int num2 = br.ReadInt32(stat.SaveBits);
                if (stat.SaveAdd > 0)
                {
                    num2 -= stat.SaveAdd;
                }
                return new SignedStat(stat, num2);
            }
            uint val = br.ReadUInt32(stat.SaveBits);
            if (stat.SaveAdd > 0)
            {
                val -= (uint) stat.SaveAdd;
            }
            return new UnsignedStat(stat, val);
        }
开发者ID:killerbonzai,项目名称:BlueVex2,代码行数:94,代码来源:GameServerPackets.cs

示例12: ItemAction

        // Methods
        public ItemAction(byte[] data)
            : base(data)
        {
            this.superiorType = SuperiorItemType.NotApplicable;
            this.charClass = CharacterClass.NotApplicable;
            this.level = -1;
            this.usedSockets = -1;
            this.use = -1;
            this.graphic = -1;
            this.color = -1;
            this.stats = new List<StatBase>();
            this.unknown1 = -1;
            this.runewordID = -1;
            this.runewordParam = -1;
            BitReader br = new BitReader(data, 1);
            this.action = (ItemActionType) br.ReadByte();
            br.SkipBytes(1);
            this.category = (ItemCategory) br.ReadByte();
            this.uid = br.ReadUInt32();
            if (data[0] == 0x9d)
            {
                br.SkipBytes(5);
            }
            this.flags = (ItemFlags) br.ReadUInt32();
            this.version = (ItemVersion) br.ReadByte();
            this.unknown1 = br.ReadByte(2);
            this.destination = (ItemDestination) br.ReadByte(3);
            if (this.destination == ItemDestination.Ground)
            {
                this.x = br.ReadUInt16();
                this.y = br.ReadUInt16();
            }
            else
            {
                this.location = (EquipmentLocation) br.ReadByte(4);
                this.x = br.ReadByte(4);
                this.y = br.ReadByte(3);
                this.container = (ItemContainer) br.ReadByte(4);
            }
            if ((this.action == ItemActionType.AddToShop) || (this.action == ItemActionType.RemoveFromShop))
            {
                int num = ((int) this.container) | 0x80;
                if ((num & 1) == 1)
                {
                    num--;
                    this.y += 8;
                }
                this.container = (ItemContainer) num;
            }
            else if (this.container == ItemContainer.Unspecified)
            {
                if (this.location == EquipmentLocation.NotApplicable)
                {
                    if ((this.Flags & ItemFlags.InSocket) == ItemFlags.InSocket)
                    {
                        this.container = ItemContainer.Item;
                        this.y = -1;
                    }
                    else if ((this.action == ItemActionType.PutInBelt) || (this.action == ItemActionType.RemoveFromBelt))
                    {
                        this.container = ItemContainer.Belt;
                        this.y = this.x / 4;
                        this.x = this.x % 4;
                    }
                }
                else
                {
                    this.x = -1;
                    this.y = -1;
                }
            }
            if ((this.flags & ItemFlags.Ear) == ItemFlags.Ear)
            {
                this.charClass = (CharacterClass) br.ReadByte(3);
                this.level = br.ReadByte(7);
                this.name = br.ReadString(7, '\0', 0x10);
                this.baseItem = BaseItem.Get(ItemType.Ear);
            }
            else
            {
                this.baseItem = BaseItem.GetByID(this.category, br.ReadUInt32());
                if (this.baseItem.Type == ItemType.Gold)
                {
                    this.stats.Add(new SignedStat(BaseStat.Get(StatType.Quantity), br.ReadInt32(br.ReadBoolean(1) ? 0x20 : 12)));
                }
                else
                {
                    this.usedSockets = br.ReadByte(3);
                    if ((this.flags & (ItemFlags.Compact | ItemFlags.Gamble)) == ItemFlags.None)
                    {
                        BaseStat stat;
                        int num2;
                        this.level = br.ReadByte(7);
                        this.quality = (ItemQuality) br.ReadByte(4);
                        if (br.ReadBoolean(1))
                        {
                            this.graphic = br.ReadByte(3);
                        }
                        if (br.ReadBoolean(1))
//.........这里部分代码省略.........
开发者ID:killerbonzai,项目名称:BlueVex2,代码行数:101,代码来源:GameServerPackets.cs

示例13: Deserialize

        public static ActorStateProperty Deserialize(IClassNetCache classMap, string typeName, string[] objectIndexToName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
        {
            var asp = new ActorStateProperty();

            var maxPropId = classMap.MaxPropertyId;

            var className = objectIndexToName[classMap.ObjectIndex];
            asp.PropertyId = br.ReadUInt32Max(maxPropId + 1);
            #if DEBUG
            asp.MaxPropertyId = (UInt32)maxPropId;
            #endif
            asp.PropertyName = objectIndexToName[classMap.GetProperty((int)asp.PropertyId).Index];

            var startPosition = br.Position;

            asp.Data = new List<object>();

            switch (asp.PropertyName)
            {
                case "TAGame.GameEvent_TA:ReplicatedStateIndex":
                    asp.Data.Add(br.ReadUInt32Max(140)); // number is made up, I dont know the max yet // TODO: Revisit this. It might work well enough, but looks fishy
                    asp.MarkComplete();
                    break;
                case "TAGame.RBActor_TA:ReplicatedRBState":
                    asp.Data.Add(RigidBodyState.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.CrowdActor_TA:ReplicatedOneShotSound":
                case "TAGame.CrowdManager_TA:ReplicatedGlobalOneShotSound":
                case "Engine.GameReplicationInfo:GameClass":
                case "TAGame.CrowdManager_TA:GameEvent":
                case "TAGame.CrowdActor_TA:GameEvent":
                case "TAGame.Team_TA:LogoData":
                case "TAGame.CameraSettingsActor_TA:PRI":
                case "TAGame.PRI_TA:PersistentCamera":
                case "TAGame.GameEvent_TA:MatchTypeClass":
                case "TAGame.GameEvent_Soccar_TA:SubRulesArchetype":
                    // Theres a good chance that most of these can be moved to the next section
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadUInt32());
                    asp.MarkComplete();
                    break;
                case "TAGame.Team_TA:GameEvent":
                case "TAGame.Ball_TA:GameEvent":
                case "Engine.PlayerReplicationInfo:Team":
                case "Engine.Pawn:PlayerReplicationInfo":
                case "TAGame.PRI_TA:ReplicatedGameEvent":
                case "TAGame.CarComponent_TA:Vehicle":
                case "TAGame.Car_TA:AttachedPickup":
                case "TAGame.SpecialPickup_Targeted_TA:Targeted":
                    // TODO: Use a real class so it can be accessed normally.
                    // If Active == false, ActorId will be -1
                    asp.Data.Add(ActiveActor.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "Engine.GameReplicationInfo:ServerName":
                case "Engine.PlayerReplicationInfo:PlayerName":
                case "TAGame.Team_TA:CustomTeamName":
                case "Engine.PlayerReplicationInfo:RemoteUserData":
                case "TAGame.GRI_TA:NewDedicatedServerIP":
                    asp.Data.Add(br.ReadString());
                    asp.MarkComplete();
                    break;
                case "TAGame.GameEvent_Soccar_TA:SecondsRemaining":
                case "TAGame.GameEvent_TA:ReplicatedGameStateTimeRemaining":
                case "TAGame.CrowdActor_TA:ReplicatedCountDownNumber":
                case "TAGame.GameEvent_Team_TA:MaxTeamSize":
                case "Engine.PlayerReplicationInfo:PlayerID":
                case "TAGame.PRI_TA:TotalXP":
                case "TAGame.PRI_TA:MatchScore":
                case "TAGame.GameEvent_Soccar_TA:RoundNum":
                case "TAGame.GameEvent_TA:BotSkill":
                case "TAGame.PRI_TA:MatchShots":
                case "TAGame.PRI_TA:MatchSaves":
                case "ProjectX.GRI_X:ReplicatedGamePlaylist":
                case "Engine.TeamInfo:Score":
                case "Engine.PlayerReplicationInfo:Score":
                case "TAGame.PRI_TA:MatchGoals":
                case "TAGame.PRI_TA:MatchAssists":
                case "ProjectX.GRI_X:ReplicatedGameMutatorIndex":
                case "TAGame.PRI_TA:Title":
                case "TAGame.GameEvent_TA:ReplicatedStateName":
                case "TAGame.Team_Soccar_TA:GameScore":
                case "TAGame.GameEvent_Soccar_TA:GameTime":
                case "TAGame.CarComponent_Boost_TA:UnlimitedBoostRefCount":
                case "TAGame.CrowdActor_TA:ReplicatedRoundCountDownNumber":
                    asp.Data.Add(br.ReadUInt32());
                    asp.MarkComplete();
                    break;
                case "TAGame.VehiclePickup_TA:ReplicatedPickupData":
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadUInt32());
                    asp.Data.Add(br.ReadBit());

                    asp.MarkComplete();
                    break;
                case "Engine.PlayerReplicationInfo:Ping":
                case "TAGame.Vehicle_TA:ReplicatedSteer":
                case "TAGame.Vehicle_TA:ReplicatedThrottle": // 0: full reverse, 128: No throttle.  255 full throttle/boosting
                case "TAGame.PRI_TA:CameraYaw":
//.........这里部分代码省略.........
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:101,代码来源:ActorStateProperty.cs

示例14: Deserialize

        public static ActorState Deserialize(int maxChannels, List<ActorState> existingActorStates, List<ActorState> frameActorStates, string[] objectIndexToName, IDictionary<string, ClassNetCache> classNetCacheByName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
        {
            var startPosition = br.Position;
            ActorState a = new ActorState();

            try
            {
                var actorId = br.ReadUInt32Max(maxChannels);

                a.Id = actorId;

                if (br.ReadBit())
                {
                    if (br.ReadBit())
                    {
                        a.State = ActorStateState.New;

                        if (versionMajor > 868 || (versionMajor == 868 && versionMinor >= 14))
                        {
                            a.NameId = br.ReadUInt32();
                        }

                        a.Unknown1 = br.ReadBit();
                        a.TypeId = br.ReadUInt32();

                        a.TypeName = objectIndexToName[(int)a.TypeId.Value];
                        a._classNetCache = ObjectNameToClassNetCache(a.TypeName, classNetCacheByName);
                        a.ClassName = objectIndexToName[a._classNetCache.ObjectIndex];

                        if ( !ClassHasInitialPosition(a.ClassName))
                        {
            #if DEBUG
                            a.KnownBits = br.GetBits(startPosition, br.Position - startPosition);
                            a.Complete = true;
            #endif
                            return a;
                        }

                        a.Position = Vector3D.Deserialize(br);

                        if (ClassHasRotation(a.ClassName))
                        {
                            a.Rotation = Rotator.Deserialize(br);
                        }
            #if DEBUG
                        a.Complete = true;
            #endif
                    }
                    else
                    {
                        a.State = ActorStateState.Existing;
                        var oldState = existingActorStates.Where(x => x.Id == a.Id).Single();

                        a.TypeId = oldState.TypeId;

                        a.Properties = new List<ActorStateProperty>();
                        ActorStateProperty lastProp = null;
                        while (br.ReadBit())
                        {
                            lastProp = ActorStateProperty.Deserialize(oldState._classNetCache, oldState.TypeName, objectIndexToName, versionMajor, versionMinor, br);
                            a.Properties.Add(lastProp);

            #if DEBUG
                            if (!lastProp.IsComplete)
                            {
                                break;
                            }
            #endif
                        }

            #if DEBUG
                        a.Complete = lastProp.IsComplete;
                        if (lastProp.Data.Count > 0 && lastProp.Data.Last().ToString() == "FAILED")
                        {
                            a.Failed = true;
                        }
            #endif
                        var endPosition = br.Position;
                    }
                }
                else
                {
                    a.State = ActorStateState.Deleted;

                    var actor = existingActorStates.Where(x => x.Id == a.Id).SingleOrDefault();
            #if DEBUG
                    a.Complete = true;
            #endif
                    var endPosition = br.Position;
                }
            #if DEBUG
                if (!a.Complete)
                {
                    // Read a bunch of data so we have something to look at in the logs
                    // Otherwise the logs may not show any data bits for whatever is broken, which is hard to interpret
                    br.ReadBytes(16);
                }

                a.KnownBits = br.GetBits(startPosition, br.Position - startPosition);
            #endif
//.........这里部分代码省略.........
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:101,代码来源:ActorState.cs


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